// MapCreator.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "MapCreator.h"
#include "MapCreatorDlg.h"

#include <Stuff\Stuff.hpp>
#include <DLLPlatform\DLLPlatform.hpp>

void __stdcall InitializeGameEngine()
{
	Stuff::InitializeClasses();
}


/////////////////////////////////////////////////////////////////////////////
// CMapCreatorApp

BEGIN_MESSAGE_MAP(CMapCreatorApp, CWinApp)
	//{{AFX_MSG_MAP(CMapCreatorApp)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code!
	//}}AFX_MSG
	ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMapCreatorApp construction

CMapCreatorApp::CMapCreatorApp()
{
	// TODO: add construction code here,
	// Place all significant initialization in InitInstance
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CMapCreatorApp object

CMapCreatorApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CMapCreatorApp initialization

BOOL CMapCreatorApp::InitInstance()
{
	AfxEnableControlContainer();
	InitGameOS(NULL, NULL, "blabla");
	InitializeGameEngine();
	// Standard initialization
	// If you are not using these features and wish to reduce the size
	//  of your final executable, you should remove from the following
	//  the specific initialization routines you do not need.

#ifdef _AFXDLL
	Enable3dControls();			// Call this when using MFC in a shared DLL
#else
	Enable3dControlsStatic();	// Call this when linking to MFC statically
#endif

	CMapCreatorDlg dlg;
	m_pMainWnd = &dlg;
	int nResponse = dlg.DoModal();
	if (nResponse == IDOK)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with OK
	}
	else if (nResponse == IDCANCEL)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with Cancel
	}

	// Since the dialog has been closed, return FALSE so that we exit the
	//  application, rather than start the application's message pump.
	return FALSE;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void __stdcall TerminateGameEngine()
{
	Stuff::TerminateClasses();
}


void __stdcall GetGameOSEnvironment(char* CommandLine)
{

//	Environment.UpdateRenderers			= UpdateDisplay;
//	Environment.DoGameLogic				= DoGameLogic;
	Environment.InitializeGameEngine	= InitializeGameEngine;
	Environment.TerminateGameEngine		= TerminateGameEngine;


}


int CMapCreatorApp::ExitInstance() 
{
	// TODO: Add your specialized code here and/or call the base class
	ExitGameOS();	
	return CWinApp::ExitInstance();
}
